genre,signals,complexity,key_concerns,required_knowledge,suggested_workflow,special_sections
action-platformer,"platformer,jump,dash,combat,precision,side-scroller,movement",high,"Frame-perfect feel values;Hit/hurt box conventions;Coyote time and input buffers;Checkpoint cadence;Level flow and gating","Platformer movement feel;Hitbox design;Level pacing;Difficulty curve via geometry","genre-research","movement_feel_table;combat_specs;level_gating;difficulty_curve"
rpg,"rpg,stats,inventory,quests,leveling,party,dialogue,skills",high,"Stat system coherence;Leveling curve;Inventory rules;Quest state machine;Save/load scope;Dialogue variables","Stat design and balancing;Economy and loot tables;Quest scripting patterns;Save-state boundaries;Branching narrative","genre-research","stat_system;leveling_curve;inventory_rules;quest_state_machine;save_model"
roguelike,"roguelike,procedural,permadeath,runs,seeded,meta-progression",high,"Run structure;Seed determinism;Meta vs in-run progression;Balance bands across runs;Player retention hooks","Procedural generation patterns;Meta-progression design;Seed management;Per-run difficulty scaling","genre-research","run_structure;meta_progression;seed_determinism;balance_bands"
shooter,"shooter,fps,tps,aim,projectile,recoil,weapons,gunplay",high,"Weapon feel (TTK, recoil, spread);Netcode (if multiplayer);Hitreg model;Map flow and choke points;Spawn logic","Gunplay tuning;Netcode model selection;Hitreg design;Map readability;Spawn algorithms","genre-research","weapon_feel_table;netcode_model;hitreg_spec;map_flow"
moba,"moba,lanes,heroes,champions,team,jungle,ranked,pvp",high,"Hero kit diversity;Lane/map balance;Matchmaking and MMR;Tick rate and latency tolerance;Role identity","MOBA kit design;Map/lane pacing;Matchmaking systems;Anti-toxicity tooling;Esports readiness","genre-research","hero_kit_matrix;map_pacing;matchmaking_model;tick_rate_spec"
fighting,"fighting,combos,frame data,neutral,counter,competitive,1v1",high,"Frame data accuracy;Rollback netcode;Input parsing;Combo system boundaries;Training mode completeness","Frame data theory;Rollback netcode;Input buffer design;Competitive balance","genre-research","frame_data_tables;netcode_model;input_spec;training_mode"
survival,"survival,crafting,hunger,thirst,resources,base-building,danger",high,"Resource scarcity curves;Day/night or seasonal cycles;Base persistence;Hostile threat pacing;Multi-session continuity","Crafting tree design;Resource economy;Threat AI pacing;Persistence model","genre-research","resource_economy;crafting_tree;threat_pacing;persistence_model"
simulation,"simulation,management,tycoon,systems,building,sandbox",high,"System interaction clarity;Long-tail balance;Emergent behavior handling;Save-scum mitigation;End-state definition","Systems design and interaction;Balance for long sessions;Emergent gameplay;End-state or open-endedness","genre-research","systems_map;balance_long_tail;emergence_boundaries;end_state"
strategy,"strategy,rts,4x,turn-based,tactics,resources,units",medium,"Unit role clarity;Economy tempo;Map-based balance;AI design;Turn/tick pacing","Unit design and counters;Economy curves;Strategic AI;Pacing","genre-research","unit_matrix;economy_tempo;ai_design;pacing_model"
horror,"horror,tension,atmosphere,fear,scare,jumpscare,psychological",medium,"Atmosphere and audio design;Scare pacing (not spam);Resource scarcity;Save-point pressure;Narrative framing","Horror pacing;Audio/atmosphere design;Tension escalation;Narrative framing","genre-research","atmosphere_design;scare_pacing;resource_scarcity;save_model"
metroidvania,"metroidvania,exploration,abilities,interconnected,gating,backtracking",medium,"Ability-based gating graph;Map readability;Backtracking pacing;Upgrade pacing;Softlock prevention","Gating graphs;Map design;Upgrade pacing;Softlock analysis","genre-research","gating_graph;map_design;upgrade_pacing;softlock_prevention"
adventure,"adventure,story,narrative,exploration,puzzle,point-and-click",medium,"Narrative branching clarity;Puzzle fairness;Pacing of reveals;Replayability of choices;Inventory/clue tracking","Narrative design;Puzzle design;Pacing;Choice architecture","genre-research","narrative_structure;puzzle_fairness;pacing;choice_architecture"
puzzle,"puzzle,logic,solve,brain,match,pattern",medium,"Solution-space guarantees;Hint system design;Difficulty ramp;Level generation (if procedural);Tutorialization","Puzzle theory;Hint systems;Difficulty curves;Tutorial flow","genre-research","solution_space;hint_system;difficulty_ramp;tutorialization"
racing,"racing,track,vehicle,speed,lap,drift,kart",medium,"Vehicle handling model;Track design language;AI rubber-banding policy;Power-up balance (if any);Multiplayer desync","Vehicle physics;Track design;AI driver design;Netcode","genre-research","vehicle_handling;track_design;ai_driver_model;mp_model"
sports,"sports,team,ball,realism,physics,athlete",medium,"Rule fidelity vs arcade feel;Physics consistency;Season/career mode;Roster data pipelines;Multiplayer integrity","Sport rules modeling;Physics tuning;Career systems;Online integrity","genre-research","rule_model;physics_spec;career_mode;online_integrity"
card-game,"card,deck,hand,draw,ccg,tcg,deckbuilder",medium,"Card-pool balance;Rarity and economy;Draw mechanics;Anti-infinite-loop rules;New-player experience","Card design;Deck construction rules;Economy (for CCGs);Format rotation","genre-research","card_pool_balance;economy_model;draw_rules;nux_flow"
tower-defense,"tower-defense,wave,tower,placement,lane",medium,"Wave pacing;Tower role distinction;Map/path balance;Economy per wave;Endless-mode scaling","Wave design;Tower taxonomy;Economy curves;Endless scaling","genre-research","wave_pacing;tower_matrix;economy_per_wave;endless_scaling"
visual-novel,"visual-novel,choice,branching,dialogue,narrative,ending",medium,"Branching structure;Variable/flag system;Rewind/save model;Route coverage;Localization budget","Branching narrative;Flag systems;Save models;Route design;Localization","genre-research","branching_structure;flag_system;save_model;route_coverage"
rhythm,"rhythm,music,beat,timing,note,chart",medium,"Timing window accuracy;Audio latency calibration;Chart authoring pipeline;Difficulty tiers;Song-licensing or content pipeline","Rhythm game feel;Audio engineering;Chart authoring tools;Difficulty tiering","genre-research","timing_windows;latency_calibration;chart_pipeline;difficulty_tiers"
turn-based-tactics,"tactics,grid,turns,positioning,squad",medium,"Grid rules (pathing, LOS, height);Turn order determination;Action economy;Enemy AI;Mission variety","Tactics grid rules;Action economy;Enemy AI patterns;Mission design","genre-research","grid_rules;action_economy;enemy_ai;mission_variety"
idle-incremental,"idle,incremental,clicker,automation,progression",low,"Progression pacing;Reset/prestige mechanics;Offline gains;Long-session balance;Content runway","Progression curves;Prestige design;Offline economy;Monetization (if applicable)","genre-research","progression_pacing;prestige_model;offline_gains"
sandbox,"sandbox,build,create,freedom,minimal goals",low,"Creative tool depth;Performance at scale;Saving/sharing user content;Optional goals;UGC moderation","Creative tools;Performance at scale;UGC pipelines;Moderation","genre-research","creative_tools;perf_at_scale;ugc_pipeline"
party-game,"party,minigame,local-multiplayer,casual",low,"Minigame variety;Controller/ input sharing;Round pacing;Accessibility;Drop-in/drop-out","Minigame design;Local MP patterns;Pacing;Accessibility","genre-research","minigame_roster;local_mp_model;round_pacing"
text-based,"text,parser,interactive-fiction,mud",low,"Parser coverage vs choice-based;World state tracking;Save model;Readability on target devices","Parser design or choice architecture;World state;Save models","genre-research","parser_or_choice;world_state;save_model"
general,"",low,"Standard gameplay concerns;Basic pacing;Target-platform feel","General game design practices","continue","standard_sections"
